Dear Players,

Ten years ago, after publishing “Cities & Knights®,” I was asked if there would be a third expansion of the Basic Game. I answered in the negative at that time, because I thought that all wishes to experience more in had been fulfilled. With “Seafarers®,” the game was extended spatially, and “Cities & Knights” provided it with greater depth. At the beginning of 2006 we started a survey in the Catan Online World where, among other things, we asked the citizens of this virtual game world which games they would want the most. “Variants of the Basic Game” appeared at the very top of the wish list. This vote encouraged me to consolidate and further develop ideas for interesting variants and expansions that had piled up in my drawer during the past 10 years. The outcome is what you are holding in your hands now! A Campaign with 5 scenarios opens up entirely new challenges and possibilities to experience the Basic Game in a new fashion, and well-established variants offer alternatives to adapt the game to one’s own needs. Hence, the third expansion is all about “Variants of the Basic Game,” and in the last two scenarios of the Campaign it also offers a game depth that almost comes up to the standard of “Cities & Knights.” It is impossible to satisfactorily resolve an expansion of this scope all by oneself. I therefore want to sincerely thank all those fellow settlers mentioned under “Rule Testing and Advice” at the end of this instruction, for their valuable help. I wish you lots of fun with Traders & Barbarians! — , February 2007 You can find further information on the Internet at: www.catan.com www.mayfairgames.com www.universityofcatan.com www.klausteuber.com

GAME COMPONENTS CONTENTS • 98 game pieces Introduction ...... page 2 – 24 knights (6 of each color) The Variants...... pages 3-7 – 12 bridges (3 of each color) The Friendly Robber ...... page 3 – 4 wagons (1 of each color) n – 36 barbarians (bronze color) n Catan Event Cards ...... page 4 – 22 camels (brown color) n Harbormaster ...... page 6 • 120 cards n Catan for Two ...... page 6 – 1 set of cards for “Catan Event Cards” variant The Campaign ...... pages 8-23 – 4 cards for “The Fishermen of Catan” scenario n The Fishermen of Catan*...... page 8 – 1 set of cards for “Barbarian Attack” scenario n The Rivers of Catan* ...... page 10 – 2 sets of cards for “Traders & Barbarians” scenario n The Caravans...... page 12 • 17 terrain tiles, fishing ground tiles, and sea frame pieces n Barbarian Attack...... page 15 • 40 gold coin counters (25 small, 15 large) Traders & Barbarians ...... page 19 • 3 Special Cards/Tiles: “Harbormaster,” n “Wealthiest Settler,” and “Poor Settler” (4 copies) Credits ...... page 24 • 21 Catan chits * — These scenarios differ significantly from those previously • 36 commodity tokens published with the same names. Both have expanded rules; the first has an added lake, while the second has more river hexes. Read the • 30 fish tokens rules for each of these scenarios carefully before beginning play. • 1 variants & scenarios rules booklet 2 BEFORE YOUR FIRST GAME Carefully detach the die-cut cardboard pieces from the frames. On the backs of the larger pieces, you will find the name of the corresponding variant or scenario. The color of each back serves as an additional distinguishing characteris- tic—each variant/scenario has a unique corresponding color. You can also find those colors on the card backs. Variant “The Friendly Robber:” ...... Gray g Variant “Catan Event Cards:” ...... Black g Variant “Harbormaster:” ...... Red g Variant “Catan for Two:”...... Light Green g NOTE Scenario “The Fishermen of Catan:” ...... Sea Blue g The variants can be used and combined with each other Scenario “The Rivers of Catan:” ...... Dark Blue g as well as with the Traders & Barbarians (T&B) scenarios, with Catan: Seafarers , scenarios, and to a certain extent Scenario “The Caravans:” ...... Tan g ® with Catan: Cities & Knight®. For some variant/scenario Scenario “Barbarian Attack:” ...... Dark Green g combinations, the rules have to be slightly modified or adapted. Such adaptations of rules are specified in each of Scenario “Traders & Barbarians:” ...... Purple g the respective variants and scenarios.

gg THE FRIENDLY ROBBER gg g THE RULE CHANGE When a “7” is rolled or a Knight Card is played, the robber What’s going on in the forest of Catan? Strange stories are may not be moved to a terrain hex that is adjacent to a coming out of the dark woods of the Black Forest, hinting settlement of a player who only has 2 victory points. that Isebold and his dreaded robbers have disappeared If, because of this rule, the robber has no valid terrain hex without a trace, and that a young lad has taken his place. to move to, the robber moves to (or remains on) the desert His name is said to be Rob de Hood, and supposedly he is hex. In this case, a Resource Card may not be taken from any only taking from rich travelers. Poor devils are allowed to player who only has 2 victory points. move on… When using this rule, you still lose half of your Resource Duration of the Game: ...... according to scenario Cards when a “7” is rolled and you have more than 7 Additional Components: ...... none Resource Cards.

g WHAT IT IS ABOUT g TIPS FOR PLAYING THIS VARIANT Who hasn’t experienced the frustration of having the robber This variant should always be used when playing in a moved next to one of your settlements early in the game? Not family circle, particularly when children are participating only may you lose a resource, but the robber blocks crucial in the game. resource production until a “7” is rolled or a Knight Card is g OSSIBLE OMBINATIONS played. The “Friendly Robber” variant protects you from the P C robber until you have more than 2 victory points. This variant can be combined with all other T&B variants, T&B scenarios, and Seafarers scenarios, without rule changes.

3 gg CATAN EVENT CARDS gg g SPECIAL PREPARATION Separate out the “Brief Rules” card and the “New Year” “Every man is the architect of his own fortune”—this card. proverb is true also in Catan. Pick up the dice and a) Shuffle the remaining 36 cards. challenge fortune each time anew! Of course, sometimes b) Place 5 of the shuffled cards face down to start one will be at odds with the forces controlling fate, when the Event Card deck. one’s own numbers won’t come up and fortune only c) Place the “New Year” card face down on top of smiles on the other players. these 5 cards. But now it seems that so-called “scientists” have d) Place the remaining shuffled cards face down on succeeded in making “fortune” a more calculable affair— top of the “New Year” card. by applying statistical methods. And it actually seems to work! Although, from what one hears, the use of You have prepared the Event Card deck and are ready to mathematics also has unpleasant consequences: It is begin play. Each turn, reveal the top Event Card, then resolve no longer possible any more to excuse one’s own defeat any event shown first, and finally produce resources using the by saying that one’s numbers didn’t come up… number on the circular chit on the card. Duration of the Game: ...... according to scenario When the “New Year” is revealed, repeat the preparation process above to create a new Event Card deck (then reveal Additional Components: the top card, resolve any event, and produce resources using the number on the new card). Note: Each time the deck is prepared, 5 cards are excluded from play until the next time the deck is prepared. This creates some uncertainty to the final resource rolls as the deck runs out. If having a perfect dice distribution is more important to you, feel free to play through all 36 cards without the “Year Card,” and simply reshuffle when all cards have been used!

g ADDITIONAL RULES Robber Attacks! (Prod. #s: 6x “7”) 1. Each player with more than 7 cards must discard half (rounded down). 2. Move the robber. Draw a random resource card from any 1 player with a settlement and/or city next to the robber’s new hex. Epidemic (Prod. #s: “6” and “8”) Each player receives only 1 resource g WHAT IT IS ABOUT for each of his cities that produces this These cards replace the dice! On your turn, you don’t roll turn. the dice, but instead you turn the top card of the Event Card Cities & Knights: You may not deck face up. The number on the circular chit on the card take a commodity card. determines which terrain hexes produce resources. Earthquake (Prod. #: “6”) That face-up card may also trigger a particular event. There are a total of 11 different events, and almost half of the cards Each player turns 1 (maximum) of his have events. roads sideways. You may not build roads until your turned road is The statistically correct distribution of the numbers on the repaired. The repairs cost 1 lumber and cards reduces the randomness produced by dice rolls. 1 brick. Roads turned sideways are still However, in exchange, the events inject new elements of counted towards the “Longest Road.” chance into the game—thus producing a slightly different ambience.

4 Good Neighbors (Prod. #: “6”) Conflict (Prod. #: “3”) Each player gives the player to his left The player with the “Largest Army” 1 resource of the giver’s choice (if he card (if not claimed, each player with has one). the most knight [or soldier] cards) Cities & Knights: Instead of a takes 1 resource card at random from resource, you may give a commodi- any one player. ty. You must give a commodity if Cities & Knights: Each player that’s all you have in your hand. with the highest total value of active knights takes a random Tournament (Prod. #: “5”) resource/commodity card. The player(s) with the most knight You may not take a progress card. (or soldier) cards revealed takes 1 resource of his choice from the bank. Plentiful Year (Prod. #: “2”) Cities & Knights: The player(s) Each player may take 1 resource of with the most active knight points his choice. takes a resource card. You may not Cities & Knights: You may not take a commodity card. take a commodity card. Trade Advantage (Prod. #: “5”) Cards Without Events (Prod. #s: The player with the “Longest Road” “3,” “4,” 2x “5,” 2x “6,” 4x “8,” card (if not claimed, the player with 3x “9,” 2x “10,” “11”) more roads than any other player) may The settlers labor. Catan prospers! take one resource card from any player. Note: No event occurs. You may not take a development card. New Year Cities & Knights: You may not 1. Shuffle all the event cards (except take a progress card. this card). Calm Sea (Prod. #s: “9” and “12”) 2. Put 5 event cards face down and The player(s) with the most harbors place this card on top. receives 1 resource card of his choice. 3. Place the remaining 31 event cards Cities & Knights: You may not face down on top of this card to take a commodity card. form a new draw pile. Robber Flees (Prod. #s: 2x “4”) 4. Draw the top card to begin the turn. The robber returns to the desert. Do not draw a card from any player. g POSSIBLE COMBINATIONS: Neighborly Assistance This variant can be combined with all other T&B variants, (Prod. #s: “10” and “11”) T&B scenarios, and Seafarers scenarios, without rule changes. The player(s) with the most victory For Cities & Knights: Roll the C&K event die every time you points give(s) each player with fewer turn over an event card. If the event die shows a city gate, use victory points 1 resource card of his the red die value shown on the event card for Progress Cards. choice. If you don’t have enough Then play proceeds normally. resources to give each eligible player 1 resource, you give no resources. Cities & Knights: You may give a commodity in place of a resource. You must give a commodity if that’s all you have.

5 ggg HARBORMASTER ggg ggg CATAN FOR TWO ggg With its dangers and temptations, the sea has always The Catanians are sociable people. They get together and attracted adventurous people. They congregate in harbors, have fun—groups of four have the most enjoyable experi- which is why harbors are home to an exceptional number ences, although life can still be very exciting for groups of of adventurers. Whoever can control those savage hordes of three. But more and more frequently, groups of two can be adventurers is undoubtedly destined for greater things— seen searching for adventure all by themselves. maybe even the title of Harbormaster! Will it be the first But wait a minute, these people can be helped: now the step towards even higher honors? fun for two plus two has arrived! Two are real, the other two Duration of the Game: ...... according to scenario imaginary—give the challenge of “Catan for Two” a try! Additional Components: Duration of the Game: ...... according to scenario Additional Components: g WHAT IT IS ABOUT As trade becomes more and more important in Catan, the harbors have an ever-increasing rele- vance. Settlements and cities at harbor locations provide g SPECIAL PREPARATION “harbor points.” Place the two sets of game pieces not chosen by the players The player with the beside the game board. They will serve as game components most harbor points for the two imaginary neutral players. receives 2 special Also place the trade tokens beside the board. At the begin- victory points. ning of the game, each player receives 5 trade tokens. g SPECIAL PREPARATION g SETTING UP Place the Special Card “Harbormaster” beside the board. For each neutral player, place 1 settlement (without a road) g THE GAME on one of the intersections of the game board marked in the The normal rules for The Settlers of Catan apply. If you have following illustration. 11 or more victory points during your turn, the game ends and you are the winner. g ADDITIONAL RULES • A settlement at a harbor gives 1 harbor point. A city at a harbor gives 2 harbor points. • The first player to acquire 3 harbor points receives the Special Card: “Harbormaster,” which is worth 2 victory points. • If another player acquires more harbor points, he takes the Harbormaster card and the 2 victory points.

g POSSIBLE COMBINATIONS This variant can be combined with all other T&B variants, T&B scenarios, and Seafarers scenarios, without rule changes. For any scenario, the normal number of victory points required for victory should be increased by one point. 6 Using Trade Tokens to Take Actions On your turn, you may pay 1 or 2 trade tokens and take one of these actions: • Action “Forced Trade:” You draw 2 random cards from your opponent’s hand; in exchange, you give your opponent 2 cards of your choice from your own hand. If either player only has 1 card, you may only exchange 1 card. • Action “Move Robber:” You may move the robber to the desert hex. If your victory point total is less than or equal to your opponent’s total, you must pay 1 trade token to take an action. Otherwise, an action costs you 2 trade tokens. Return spent trade tokens to the supply. Replenishing Trade Tokens • Once during your turn, you may discard one of your face-up Knight Cards and take 2 trade tokens in exchange. If you hold the Largest Army card and discard a face-up You and your opponents then build your two starting Knight Card, you might have to set aside the Largest Army settlements with roads, according to the normal set-up rules. card. If you only have only 2 face-up Knight Cards after Therefore, after finishing the set-up phase, each player has discarding, also set it aside. If you and your opponent have 2 settlements and 2 roads on the game board, while each the same number of face-up Knight Cards (or your oppo- neutral player has 1 settlement. nent has more) after discarding, set it aside. Thereafter, a g THE GAME player that has the most (at least 3) face-up Knight Cards In principle, the normal 3-4 player rules for The Settlers of takes the Longest Road card. Catan apply. The changes are described below. • When you build a settlement adjacent to the desert hex, take 2 trade tokens (also applies during the set-up phase). g ADDITIONAL RULES • When you build a settlement on the coast, you take 1 trade Rolling for Production token (also applies during the set-up phase). On your turn, you roll the dice twice in a row. It is essential • When you build a settlement adjacent to both the desert that the two dice roll results differ from one another. and the coast, you take 3 trade tokens (also applies during Should the second dice roll give the same result as the first the set-up phase). one, roll again—as many times as necessary to produce two different results. Immediately after each of the two dice rolls, g POSSIBLE COMBINATIONS the two real players obtain resources and/or move the robber This variant can be combined (without rule changes) with (a “7” result). all other T&B variants, and with T&B and Seafarers scenarios in which the Largest Army is not excluded. Building Progress of the Neutral Players When you build a road, you must also build (for free) a For Combination with “Catan Event Cards”—On your road for either of the two neutral players. When you build a turn, you draw two event cards instead of rolling the dice. settlement, you must also build (for free) a settlement for If the second card has the same production result as the first, either of the two neutral players. If there is no legal settlement no further cards are drawn. The production result is only location for the neutral players, you must build a road instead. applied once. When you build a city or buy a Development Card, the For Combination with “Cites & Knights”– No 2-player neutral players are not affected. The neutral players do not rules have been developed for “Cities & Knights.” As soon as receive resources; however, a neutral player can obtain the such rules are developed, they will be available on “Longest Road.” www.catan.com.

7 This Campaign consists of 5 different scenarios—starting g WHAT IT IS ABOUT with the simple “The Fishermen of Catan” and ending with the The coasts and lakes of Catan are teeming with fish, but fish somewhat more complex “Traders & Barbarians.” Because of has been a rare, though known commodity, in Catan. So, what the increasing level of difficulty, we recommend that you play could be more obvious than sending fishermen to the shores the scenarios in sequential order. of Catan to retrieve the precious goods from the depths of lake In theory, each scenario in this Campaign can be combined and ocean? and played with each other T&B scenario, and with Cities & The fish caught soon proves to be a coveted commodity. For Knights and each Seafarers scenario. In practice, each com- 2 fish, the robber voluntarily leaves Catan. For 4 fish, the bank bination of scenarios would need an adaptation of the rules. A forks out a resource. For 5 fish, workers don’t mind building a description of each possible combination would go beyond the road for free… scope of these rules. During 2008, we will publish the most useful possible scenario combinations at www.catan.com. g SPECIAL PREPARATION Just stop by our website once in a while to see what’s new! • Replace the desert hex with the lake hex. The lake cannot be placed on the edge of the island (i.e., the coast). g THE FISHERMEN OF CATAN g • Mix the fish tokens and the old boot token together face down and place them near the resource cards. After the settlers have built their first settlements, created • On each frame section, place a fishing ground tile on a agricultural crop land, and multiplied their flocks of sheep on the fertile pastures of Catan, they lean back in their free vertex such that each points towards the island. chairs, satisfied. Totally satisfied? No, not totally. It’s true • If you place your second settlement adjacent to a fishing that lamb and bread are delicious food—but every day the ground tile, you receive a fish token (see below) in same dish makes some settlers wish their menu would addition to your normal starting resources. show a little more diversity. Thus, it is only a matter of • Place the robber beside the game board. It enters the time until a couple of settlers equip themselves with fishing game only when the first “7” is rolled. rods and nets, and try their luck on the shores of Catan or the recently discovered lake. Meaning that the peaceful days for the fish of Catan are definitely over… Note: This scenario differs significantly from the scenario previously published with the same name. This scenario has expanded rules and an added lake hex. Read these rules carefully before beginning play. Duration of the Game: ...... about 45-60 minutes Additional Components:

g THE GAME The normal rules for The Settlers of Catan apply. The changes are described on the next page.

8 g ADDITIONAL RULES g SPECIAL CASES Fishing • 7 fish tokens at most: You may not have more than 7 fish tokens at any one time. If you already have 7 fish Each fishing ground tile touches 3 coast intersections. Settlements and cities built on these intersections have a tokens and would obtain another 1 or 2 fish tokens for a chance to collect fish tokens. Each fishing ground tile shows settlement or city, you may exchange one of your fish a dice roll number. When the number on a fishing ground tokens with a fish token from the supply (hoping for a tile matches the number on the production dice roll, each token with more fish on it). settlement or city adjacent to that fishing ground tile collects • You cannot “make change:” If the number of fish on fish tokens. Each settlement collects 1 token, while each city your tokens is more than the purchase price, you lose the collects 2. excess fish. If you have a settlement or city on an intersection adjacent to • Multiple actions per turn are allowed: You may use the lake hex, you may draw a fish token (2 for a city) whenev- fish tokens for more than 1 action during the same turn. er a 2, 3, 11, or 12 is rolled. However, you must perform the actions one by one and Fish tokens are drawn randomly from the supply. If there are independently from one another. For example, you may not not enough fish tokens to fulfill everyone's production, no one hand in 2 tokens with 3 fish each and that way move the receives any fish tokens that turn. robber to the desert (2 fish) and take 1 resource from the When you draw a fish token, examine it. If it is the old boot bank (4 fish). token, you must reveal it immediately (see below). If it shows • Fish tokens are not resources: Fish tokens do not fish, keep it face down in front of you until you choose to count as resources: do not count them against your hand spend it. limit and do not discard them when a “7” is rolled on the dice. Similarly, the robber cannot be used to steal fish tokens. • Harbors and fishing grounds: If you have a settlement or city on an intersection that touches both a harbor and a fishing ground tile, you receive both benefits. • When the fish tokens are depleted: When the last face-down fish token is drawn, turn over all the used fish tokens and mix them up again to form a new supply. • No trading fish: Fish tokens may not be traded between players.

g AN OLD BOOT … Actions with Fish Cards If you draw the old boot, you must reveal it immediately! On each fish token, 1, 2, or 3 fish are depicted. During your During your turn after rolling the dice, you can give the old turn, you can discard fish tokens in order to take certain boot away. You can give the boot to any other player who has actions. You may discard multiple fish tokens to perform the same or more victory points than you. But, if you alone more useful actions. The more fish you discard, the bigger have the most points, you must keep the old boot for yourself. the benefit: As long as the old boot is in your possession, you need 1 2 fish ...... Move the robber off the board (do not steal additional victory point to win the game! So, you would need any cards) until he is to be moved again 11 victory points to win the basic Settlers game. The old boot is therefore not a negative victory point. Anyone who owns it (via a “7” or the use of a Knight Card). merely needs one additional victory point to win. 3 fish ..Steal a random resource card from another player. 4 fish...... Take a resource of your choice from the bank. g END OF THE GAME 5 fish...... Build a free road (as per normal building rules). The game ends as soon as a player has enough points during 7 fish ...... Draw a free development card. his turn to win (10 normally, 11 if you have the old boot). Place the fish tokens you spend face up next to the supply of fish tokens. 9 g COMBINATION WITH VARIANTS gg THE RIVERS OF CATAN gg This scenario can be combined with any of this expansion’s variants. While some settlers have totally committed themselves to fishing, others are settling near the rivers of Catan. These For combination with “Catan for Two:” rivers are proving to be the true lifelines of the island. The • During set-up, each player receives 5 fish tokens: 2 tokens river trade is flourishing particularly well—as reflected in with one fish, 2 tokens with 2 fish, and 1 token with 3 fish. profits of sheer gold! The remaining fish tokens are shuffled and placed face No wonder that soon roads are appearing along the down beside the game board. rivers, and mighty bridges are crossing the water. Everyone • Trade tokens are not used. The player who has fewer wants to be the wealthiest settler of the island. But it often victory points needs 1 fish less for each action. happens that, while one gets rich, many others get poor. • New fish tokens are obtained only when the number of How will you fare? a fishing ground tile or the lake hex is rolled—not by Note: This scenario differs significantly from the scenario previously building a settlement on the coast or by handing in a published with the same name. This scenario has expanded rules and Knight Card. more river hexes. Read these rules carefully before beginning play. For combination with “Catan Event Cards:” Duration of the Game: ...... about 45-60 minutes • Robber Flees: Place the robber beside the game Additional Components: board until he is used again (via a “7” or the use of a Knight Card). When combined with the variant “Harbormaster,” this scenario should be played until one player reaches 11 victory points during his turn (12 victory points with the old boot).

g WHAT IT IS ABOUT For each road and each settlement you build adjacent to a river hex(s), you receive 1 coin. You can trade 2 coins for any one resource of your choice. If you have the most coins, you are the Wealthiest Settler, which earns you a Special Victory Point. But be careful! If you squander your coins, you could easily become a Poor Settler and thus lose 2 victory points.

10 g SPECIAL PREPARATION • Assemble the frame and place the 3 river tiles as shown in the illustration at the right. Replace two frame pieces from basic Settlers (labeled 4–5 and 5–6) with the correspon- ding frame pieces provided in this expansion. • Remove from play the following terrain hexes from the basic Settlers: 2 mountains hexes, 2 hills hexes, 2 pasture hexes, 1 desert hex. Use the remaining terrain hexes to create the rest of the island. • When placing number tokens, skip the two swampland hexes and do not place tokens on them. • Place the first number token “A” on any coastal hex. Then, skip number token “2” (B) and set it aside. Place the remaining number tokens in alphabetical order, just as in the set-up of the basic Settlers game. Finally, place number token “2” (B) on the hex with number token “12” (H). Now that hex produces resources whenever a “2” or a “12” is rolled. • Place the robber on one of the two swampland hexes. • Place the coins beside the game board. At this point, none g ADDITIONAL RULES the players have coins. • Take the 3 bridges of your color. Settlements and Roads Adjacent to the River • Place the “Wealthiest Settler” and “Poor Settler” tiles As in the set-up phase, you receive 1 coin for each road beside to the game board. and each settlement that you build adjacent to a river hex. However, you do not receive any coins for a settlement g SETTING UP adjacent to a river hex being upgraded to a city. Each player builds 2 settlements with 1 road each, as is cus- Building Bridges tomary in the basic Settlers game. The following rules apply: Building a bridge requires 2 brick and 1 lumber. A new • You may not build a road on any of the “building sites” for bridge must always connect to 1 of your existing roads, the bridges—a building site is a path (see dotted lines) that settlements, or cities. A bridge can only be built on one of the crosses a river. This rule applies during the whole game. 7 building sites for bridges—a building site is a path that • For each settlement you build adjacent to 1 or 2 river crosses a river. For each bridge you build, you receive 3 coins. hexes, you receive 1 coin. For the purposes of the Longest Road and settlement building, • For each road you build on a path adjacent to a river hex, a bridge is treated as if it were a road. You can only build you receive 1 coin. 3 bridges. You may not use the Development Card “Road Building” to build a bridge instead of a road. The “Poor Settler” & “Wealthiest Settler” Tiles Poor Settler Tiles You can start the game with up to 4 coins. If you have the If you have the smallest number of coins at any point in smallest number of coins, you receive one of the “Poor Settler” the game, you receive one of the Poor Settler tiles (minus tiles (minus 2 victory points). If multiple players are tied for the 2 victory points). If multiple players are tied for the smallest smallest number of coins (even 0 coins), each of those players number of coins, each of those players receives a Poor Settler receives a Poor Settler tile (minus 2 victory points). tile. As soon as you no longer have the smallest number of If you and you alone have the most coins, you receive the coins, you return your Poor Settler “Wealthiest Settler” tile. This tile is worth 1 victory point. tile to the supply. When you have this tile, your number of victory points is g THE GAME reduced by 2. The normal rules for The Settlers of Catan apply. The changes are described below.

11 Wealthiest Settler Tile HE ARAVANS This Special Tile is worth 1 victory gggg T C gggg point. Initially, you receive the Recently, Catan has been enjoying steadily growing Wealthiest Settler tile by being the wealth, thanks to its industrious settlers, fishermen, and only player to have the most coins. merchants. But not all of the settlers are satisfied. For If you hold the Wealthiest Settler tile, you lose it if another some, Catan has become too busy and agitated. To get away player’s number of coins equals or exceeds your number of from the hustle and bustle, they drive the robber from the coins. This can happen due to you spending coins or due to desert and settle at a small oasis. Now they have some another player receiving coins. When you lose the tile, one of peace and quiet, while enjoying the clean and dry desert two things could happen: air—but soon the diet is lacking variety, and the wool • If a player is the only player with the most coins, he necessary to make new clothes becomes scarce… receives the Wealthiest Settler tile and the associated Duration of the Game: ...... about 60 minutes victory point. Additional Components: • Otherwise, the tile is set aside until there is only one player with the most coins. The Coins Up to two times during your turn, you may spend 2 coins to buy a resource of your choice. You can spend coins the turn you receive them. You may also trade coins as if they were resources—you can trade with other players and with the bank at 4:1 (3:1 or 2:1 with harbors). Coins cannot be stolen by the robber. Coins cannot be taken by using a “Monopoly” Development Card. g WHAT IT IS ABOUT g END OF THE GAME Nomads have settled at the oasis. They are in dire need of The game ends when a player reaches 10 VPs during his turn. wool and grain, and they offer commodities of the desert in exchange. Since the settlers of Catan can always spare some g IPS OR LAYING HIS SCENARIO T F P T sheep and grain, the nomads are sending out camels to If you receive the Poor Settler tile, your chances of winning transport those coveted resources. Three caravans are formed the game are greatly reduced. Therefore, you should use during the course of the game—each caravan consists of a your coins to buy resources only when you still have enough string of camels that begins at the oasis. Each settlement and options to build at the river, and thus replenish your own city adjacent to a caravan route is worth an extra victory point. gold reserves. Each road running parallel to a caravan counts double g COMBINATION WITH VARIANTS (important for determining Longest Road). This scenario can be combined with any of this expansion’s g SPECIAL PREPARATION variants. The oasis hex replaces the desert. Place the oasis hex at For combination with “Catan for Two:” the very center of the island before creating Catan—the • When you build a settlement adjacent to a swampland hex, orientation of the oasis you receive 2 trade tokens. is arbitrary. Place the • Instead of sending the robber to the desert (which does camels beside the game not exist in this scenario), he is sent to a swampland hex. board. Place the robber beside the game board; For combination with “Catan Event Cards:” as soon as the first • Robber Flees: The robber is placed beside the game “7” is rolled, place board until he is used again (via a “7” or the use of a him on any hex with Knight Card). a number token (not When combined with the variant “Harbormaster,” this sce- on the oasis). nario should be played until a player reaches 11 victory points during his turn. 12 g THE GAME • If there is still an open caravan starting point, you may The normal rules for The Settlers of Catan apply. The place a camel there to start a new caravan. changes are described below. • It is not possible for a caravan to branch. For each caravan, there will always be 2 or fewer paths on which to g ADDITIONAL RULES place a new camel. There are only 3 caravans, so there will If, after set-up, you build any settlements or upgrade any set- be a maximum of 6 possible paths on which a camel may tlements to cities during your turn, 1 camel is placed after you be placed during any given turn. The players vote on where finish your turn. However, you do not necessarily choose each camel is placed. where to place the camel; instead its exact placement is Example 2: The camel has been placed on position “A.” Now there determined in a voting round (see below). are 4 paths where the next camel may be placed. Placing a Camel During play, 3 different caravans develop and extend—each starts at the oasis and consists of a string of camels. • You must always place a camel on a path. That path may not already be occupied by another camel, but it may be occupied by a road. You may also build a road on a path occupied by a camel. Place any road and camel on the same path side by side. • Each camel has a “front” end (the head). • You must place the first camel of a caravan on a path directly pointed to by one of the 3 arrows on the oasis hex (see example 1)—the camel’s front must point away from that arrow. Each caravan’s first camel starts from a different arrow. Example 1: The first camel must be placed. There are 3 paths on which it may be placed. Voting Round During a voting round, you get to bid once to determine how many votes you have to influence the placement of a camel. Bidding starts with the player who just finished his turn, and proceeds in a clockwise direction. You bid by placing wool and grain resource cards face up in front of yourself. Only players who have bid at least one card can negotiate with each other to determine where to place the camel. • You have one vote for each card that you bid. • If you have more votes than all of the other players combined, you choose where to place the camel. • Otherwise, if 2 or more players combined have the majority of the votes and they agree on the placement of the camel, they place the camel accordingly. • Otherwise (no agreement is reached), the player who has the most votes chooses where to place the camel (even if • You must place each of the second and latter camels of this player is in the minority of total). a caravan on a path in such a way that the new camel is • Otherwise (there is no “most votes” player), the player adjacent to the “front” of the last previously placed camel who just finished his turn chooses where to place the in its caravan (see example). The new camel’s front must camel (even if he has no votes). also point away from the last previously placed camel in • Finally, all players discard their resources used for voting. its caravan. Note: Each player is offered only one opportunity to vote. Adding more bidding cards to the first offer later on is not allowed. 13 g SPECIAL CASES g TIPS FOR PLAYING THIS SCENARIO In the basic Settlers game, wool is usually the resource con- End of a Caravan sidered least important. In this scenario, wool takes on a A caravan ends when it can no longer be extended by adding greater significance—wool is used for votes that affect camel a camel. In addition, when the camel supply is depleted, all placement, which can lead to additional victory points. Grain is 3 caravans end. also used for votes, but it can be more useful than wool for Merging of 2 Caravans building. So it is often a good idea to place a settlement adja- Two caravans meeting at an intersection merge as soon as cent to or close to productive pasture terrain during the set-up. the next camel is placed and will be continue as a single g COMBINATION WITH VARIANTS caravan. You can combine this scenario with any of this expansion’s Camels on the Coast and at the Oasis variants. A caravan may be extended by placing a camel on an For combination with “Catan for Two:” appropriate coastal path. Each voting round determines the placement of 2 camels: A caravan’s first camel may not be placed on a path along the edge of the oasis hex. However, if a caravan finds its way • If you win the vote, you place 2 camels. However, you must back to the oasis, a camel may be placed on a path along the extend 2 different caravans. edge of the oasis hex. • In case of a tie, each player places a camel—first the play- Caravans Benefits er who just finished his turn and then the other player. • Instead of sending the robber to the desert, he is placed • Longest Road — A road on the same path as a camel beside the game board until he is used again (via a “7” or counts as 2 roads for the purposes of Longest Road. For the use of a Knight Card). example, if a player has 4 continuous road segments and 2 of those road segments are on the same paths as camels, For combination with “Catan Event Cards:” it would count as road with a length of “6.” This would • Robber Flees: Place the robber beside the board until he is fulfill the requirement of a length of at least “5” for initial used again (via a “7” or the use of a Knight Card). Longest Road. When combined with the variant “Harbormaster,” this • Increase in value of cities and settlements — scenario should be played until one player reaches 13 VPs Each settlement or city located between 2 camels is worth during his turn. 1 additional victory point. Example 3 (see the illustration at the right): During the course of the game, 3 somewhat longer caravans have developed. A settlement of player “White” and 2 settlements of player “Blue” are each worth 1 additional victory point—because each is located between two camels. Moreover, 3 roads of player “Blue” and one road of player “White” count double for Longest Road. There are currently 6 paths on which a camel can be placed.

g END OF THE GAME The game ends when a player reaches 12 victory points during his turn.

14 ggg BARBARIAN ATTACK ggg Catan’s wealth doesn’t go unnoticed. Fearsome barbar- ians, eager for booty, are landing on the coasts of Catan, spreading fear and terror. The fun is over—the peaceful times are history! One never knows where the barbarians will strike. There are only a few initial raiders, but their numbers increase rapidly. At first they only ruin resource production. But as their strength grows, they threaten to besiege settlements and cities—with devastating conse- quences. But Catanians stand by each other. They respond by training Knights to send into battle—but will they be strong enough? Duration of the Game: ...... about 60-90 minutes Additional Components: • Place the inner terrain hexes: Randomly place the fol- lowing hexes in the white inner area: 1 forest, 1 pasture, 1 hills, 2 mountains, and 2 fields. One forest hex is not used. • Placing number tokens: After placing the hexes, place the number tokens following the pattern shown below. • Take the 6 knights of your color. • Place a Barbarian on the hex with the “2” number token and on the hex with the “12.” The remaining Barbarians are placed beside the game board. • Use the new 26 Development Cards that this expansion provides for this scenario. Do not use any of the basic Settlers game Development Cards. • Do not use the Special Card “Largest Army.” • Do not use the robber.

g WHAT IT IS ABOUT Eager for booty, the barbarians are landing on the shores of Catan. At first, their mere presence spreads fear and terror. But as more and more barbarians cross the ocean, they begin to occupy coastal hexes and block resource production. The barbarians even threaten to capture coastal settlements and cities. To survive, the Catanians must prepare their knights at the Castle and—demonstrating never before seen unity—send them into battle against the barbarian hordes. g SPECIAL PREPARATION • Place the outer terrain hexes: First, place the desert hex and the castle hex as shown at the top of the next column. Randomly place the following hexes in the gray outer circle: 2 forest, 2 hills, 3 pasture, 1 mountains, and 2 fields. These hexes are “coastal hexes.”

15 g SETTING UP • You may not build a road on a path adjacent to a con- Set up as outlined in the basic Settlers game, except that quered hex, and you may not build a settlement on an your second settlement is replaced by a city. You still only intersection adjacent to a conquered hex. receive 1 resource for each terrain hex adjacent to your city. c) A settlement or city is conquered g THE GAME As soon as a city or settlement is not adjacent to an uncon- The normal rules for The Settlers of Catan apply. The quered hex (i.e., it is surrounded only by the frame and/or changes are described below. conquered hexes), it becomes a “conquered settlement/city.” Turn the conquered settlement/city on its side, but leave it on g ADDITIONAL RULES its intersection. In addition to rolling for production, trading, and building, • You get no victory points for a conquered settlement/city. you may also resolve the following actions during your turn: • If a conquered settlement/city has a harbor, you can not 1. Barbarians land in Catan (each time you build a use it. settlement or upgrade a settlement to a city) • Since the desert hex and the castle hex can never be con- 2. Immediately play a Development Card (each time quered, a settlement or city adjacent to one of these hexes you buy a Development Card) cannot be conquered. 3. Place a knight (each time you play a “Knighthood” or a Example: A barbarian attack occurs; you roll and place barbarians: “Black Knight” Development Card) • You roll a “3,” and place a barbarian on the coastal hex with 4. Move your knights (at the end of your turn, after you the “3” (A). • You roll a “9,” and place a barbarian on the coastal hex with finish trading and building) the “9” (B). Now 3 barbarians are on the hex, and it is con- 5. Expel the barbarians (at the end of your turn, after quered. The hex’s number token is turned face down. The red moving your knights) settlement is also conquered because there are no uncon- quered hexes adjacent to it—it is turned on its side. 1. Barbarians land in Catan • You roll a “3.” Since a “3” has already been rolled, you re-roll a) Barbarian attack the dice. • You roll an “8.” However, the coastal hex with the “8” has Each time you build a settlement or upgrade a settlement already been conquered (the number token is turned face to a city, you must immediately interrupt your turn and resolve down), so no barbarian is placed. a “barbarian attack.” If there are no barbarians left in the Thus, you have rolled 3 different non-“7” numbers and placed 2 bar- supply, all of the barbarians have landed in Catan and no more barians during the process. barbarian attacks take place. Attacks proceed as follows: • Roll the dice until you get a result that is not a “7” (re-roll as many time as needed). Then place a barbarian on the coastal hex with the number token corresponding to the dice roll result. If this coastal hex already has 3 barbar- ians, do not place a barbarian (do not re-roll the dice). • Roll the dice until you get a result that is not a “7” and is not the same as the first dice roll result. Then use this dice roll result to place a barbarian as outlined in step 1. • Roll the dice until you get a result that is not a “7” and is not the same as either of the first two dice roll results. Then use this dice roll result to place a barbarian as outlined in step 1. b) Coastal hex is conquered As soon as you have placed 3 barbarians on a coastal hex, turn that hex’s number token face down. • This “conquered hex” no longer produces resources when you roll its number. You no longer place barbarians on this hex during a barbarian attack. 16 2. Immediately play a Development Card b) Resolving a victory When you buy a Development Card, you must immediately When a victory occurs in a hex, the defeated barbarians on reveal and resolve it. On your turn, you may buy any number the coastal hex become “prisoners.” These barbarian prison- of Development Cards, but you must buy and resolve each ers are distributed among the “involved” players (i.e., the such card before buying another Development card. Discard players who have “involved” knights adjacent to the hex): each Development Card after it is resolved. If the Development • If you are the only involved player, you receive all the Card stack is depleted, shuffle the discard pile and it becomes prisoners. the new Development Card stack. • If multiple players are involved, each of the involved 3. Place a knight players gets a prisoner. If there are not enough prisoners When you play a to go around, each involved player rolls the dice. “Knighthood” Development Each of the involved players who rolls highest (re-roll ties) Card, place one of your receives a prisoner. If you roll and don’t receive a knights on 1 of the 6 paths prisoner, you receive 3 gold as compensation. adjacent to the castle hex. • If each involved player receives a prisoner and a prisoner That path may not already is left over, the player who has the most involved knights be occupied by another receives the prisoner. Should there be a tie for involved knight. Similarly, when you knights, each involved player rolls the dice (re-roll ties). play a “Black Knight” Development Card, place 1 of your The high roller gets the prisoner; the loser receives 3 gold. knights on any path not occupied by another knight. Each two prisoners you hold are worth 1 victory 4. Move your knights point. After you finish trading and building on your turn, you may Example: The player “Red” moves his knight a total of 3 paths, to a move each of your knights. You move a knight from path to path adjacent to the conquered hex (A). 4 knights are thus pitted adjacent path. against 3 barbarians. The knights are victorious. The two players • You may move each knight up to 3 paths. If you pay involved in the victory (red and blue) each get one barbarian prison- 1 grain for a knight, you may move it up to 5 paths er. The player “Red” gets the third prisoner because he has more knights involved in the victory. (instead of 3 paths). If you want to increase the movement of several knights to 5 paths, you must pay 1 grain for each of these knights. • When you move a knight, ignore all other knights, roads, settlements, and cities. However, none of your knights can end its movement on a path occupied by another knight (yours or another player’s). • After you finish moving your knights, none of them may be on a path adjacent to the castle hex. 5. Expel the barbarians a) Checking for victories At the end of your turn, after moving your knights, check each coastal hex to see if a victory occurs in that hex. Start checking with the coastal hex numbered “4” (which is to the left of the castle hex) and continue in clockwise direction until all of the coastal hexes are checked. c) Reconquered coastal hexes For a given hex, victory occurs if there is at least 1 barbarian When a victory occurs at a conquered coastal hex, turn the on the hex and there are more knights on the hex’s 6 adjacent hex’s number token face up and turn upright any adjacent paths than barbarians on the hex. conquered settlements and cities. The hex can once again produce resources, and those settlements/cities are once again fully functional (e.g., worth victory points). On the other hand, barbarian attacks can once again affect the hex.

17 Example: The red settlement (A) regains its function, and the num- A “7” is rolled for production ber token (B) is turned face up again. If you roll a “7” for production, you may draw one random Resource Card from a player of your choice. In addition, each player who has more than 7 Resource Cards must select half (rounded down) of his Resource Cards and return them to the bank. The gold The large gold coins are worth 5, while the small ones are worth 1. Up to two times during your turn, you may buy a resource of your choice for 2 gold. You may also trade gold coins as if they were resources—you can trade with other players and with the bank at 4:1 (3:1 or 2:1 with harbors). Gold does not count as a resource and is thus not consid- d) Knight losses after a victory ered when a “7” is rolled. Gold cannot be taken by using a “Monopoly” Development Card. After each victory, one of the involved players rolls a die and places it in the center of the castle hex. The number rolled The events “Treason” and “Intrigue” determines one of the three “orientation” pairs of paths adja- When one of these events is resolved, barbarians are cent to the castle hex: “1&4L,” “2&5G,” or “3&6 I.” removed from certain coastal hexes and/or placed on other Check each knight involved in the victory. If the path that the coastal hexes. A barbarian may not be moved to a hex that knight is on has the same orientation as one of the two paths already contains 3 barbarians. If a barbarian is removed from determined by the die roll, remove that knight from the board a conquered hex (i.e., from a hex occupied by 3 barbarians), (return to supply). For each of your knights removed, you turn the hex’s number token face up and turn upright any receive 3 gold as compensation. adjacent conquered settlements and cities. The hex can once Example: After a victory, a die is rolled to determine which again produces resources, and those settlements/cities are knight(s) will be removed. The “2&5 G” orientation is rolled. A red once again fully functional. knight and a blue knight are on paths that have the “2&5G” orienta- tion. The owners of the knights put them back into their supplies, and each receives 3 gold.

g END OF THE GAME The game ends as soon as a player reaches 12 victory points during his turn.

18 g TIPS FOR PLAYING THIS SCENARIO g TRADERS & BARBARIANS g To come out as winner in this scenario, it is important to build knights. On the one hand, knights are required to drive The barbarians have been driven off, and peace is barbarians off from hexes adjacent to your own settlements or returning. The destruction the barbarians left in their wake cities. On the other hand, knights can be used to take prison- is being repaired as fast as possible. The castle where the ers that increase one’s victory point total. Since many times it Council of Catan holds session suffered particularly severe will not be possible to win victories alone, you should cooper- damage, but the restoration efforts are making real ate and ally with other players—preferably with those who are progress. Now, the craftsmen need to finish the stained not too close to victory. glass windows and the new marble statues. Marble must be transported from the quarry, sand must be brought to the g COMBINATION WITH VARIANTS: glassworks, glass must be delivered to the Castle, and tools This scenario can be combined with any of this expansion’s are needed as well. variants. The roads of Catan are bustling with traffic. Of course For combination with “Catan for Two:” you are involved; the Council pays for transport in solid 1. A knight of a neutral color takes part in the game as the gold. Only some scattered barbarians are getting in the “Foreign Knight” and may be freely used by both players. way—they’re waiting. For you! When a player builds his first knight, he places the Foreign Duration of the Game: ...... about 90 minutes Knight on a path adjacent to the castle hex. On your turn, Additional Components: you first move your own knight(s) and then you may move the Foreign Knight. Once on the board, the Foreign Knight remains on the board; he is never removed after a victory. 2. When you build a settlement of your own and then a set- tlement for a neutral player, the barbarians attack twice— first for your settlement, then for the neutral settlement. 3. Since there is no robber, you may pay trade tokens to move a barbarian. If your victory point total is less than or equal to your opponent’s total, you must pay 1 trade token. Otherwise, it costs you 2 trade tokens. 4. After a victory, if required use a default dice roll of “3” for the Foreign Knight. 5. As compensation for removing a knight, you receive 2 gold and a trade token instead of 3 gold. For combination with “Catan Event Cards:” There are no Knight Cards and no robber in this scenario. Thus, the following events have different meanings: • Robber Attacks!: The player whose turn it is may draw one random Resource Card from a player of his choice. In addition, each player who has more than 7 Resource Cards must select half (rounded down) of his Resource Cards and return them to the bank. • Robber Flees: Since there is no robber, this event does not take place. • Conflict: If one player alone owns the most knights on the board, he takes a random resource card from a player of his choice. When combined with the variant “Harbormaster,” this scenario should be played until one player reaches 13 victory points during his turn. 19 g WHAT IT IS ABOUT g SPECIAL PREPARATION The Castle is being restored, so it will shine in new splendor. • First, assemble the frame. Replace 2 frame pieces For this purpose, glass panes for the leaded windows are from basic Settlers (labeled 1–2 and 5–6) with the needed, along with marble for statues and interior decoration. corresponding frame pieces provided in this expansion. The players have the task of transporting glass and marble to • Then place the 3 trade hexes as shown in the illustration the castle hex as well as providing the glassworks with sand and the marble quarry with tools. Each transported commodity below. The sea side of each trade hex must match up with is rewarded with gold and counts as a victory point. The first a sea side of the frame. Do not use the following 3 hexes player to reach a total of 13 victory points during his turn wins from the basic Settlers game: the desert hex, 1 pasture the game. hex, and 1 fields hex. Remove those 3 hexes from play. There are three new terrain hexes that serve as “trade • Do not place number tokens on the 3 trade hexes— hexes” for the transport of commodities. remove the “2” and the “12” number tokens from play. Place the remaining number tokens as specified in the set-up of the basic Settlers game, leaving out token “2” (B) and token “12” (H). When placing the number tokens, skip the trade hexes. • Arrange the commodity tokens into 3 stacks sorted by the pictures on their backs (castle, quarry, glassworks). Shuffle each stack and place it with the backs facing up (showing the building picture) beside the corresponding trade hex (see arrows in the illustration below).

• You receive the set of 5 Baggage Train Cards whose frame colors match your color. Stack the cards face down, sorted so that that the backs of the cards are in sequence from 1 to 5. Turn the top (1) Baggage Train Card of your stack face up and place it next to the stack (see illustration)—this is your active Baggage Train Card.

20 • Place the 3 barbarians on the paths marked with black g MOVEMENT crosses in the illustration below. After you finish trading and building during your turn, you • Use the new 25 Development Cards that this expansion may move your wagon. The following rules apply: provides for this scenario. Do not use any of the basic 1. Moving your wagon Settlers game Development Cards. • You move your wagon along paths from intersection to • You receive 5 gold. adjacent intersection. Moving your wagon along a path • Do not use the Special Card “Longest Road.” from one intersection to an adjacent intersection costs • Do not use the robber. 1 or more “movement points” (MPs). g SETTING UP • Any number of wagons may occupy a given intersection. You set up as outlined in the basic Settlers game, except that • At the beginning of the game, your wagon has 4 movement your second settlement is replaced by a city. You still only points to use each time you take your turn. You can receive 1 resource for each terrain hex adjacent to your city. increase its MPs by upgrading your baggage train. Once you have built your city, place your wagon next to it— • When you move your wagon along a path, the movement your wagon is on your city’s intersection. point (MP) cost varies based upon whether or not the path is occupied by a road and/or a barbarian: g HE AME T G – The MP cost is 2 if the path does not have a road. The normal rules for The Settlers of Catan apply. The – The MP cost is 1 if the path has one of your own roads. changes are described below. – The MP cost is 1 if the path has another player’s road, g TRADE HEXES but you must also pay 1 gold to that player. Each of the 3 trade hexes has a “central plaza” intersec- – The MP cost is increased by an additional +2 if there is tion—with a building. Four “interior” paths lead to this cen- a barbarian on the path (see also section 5a). tral plaza. For each trade hex, the following rules apply: Example: The red wagon has 4 movement points. It can move (A) to • You may build roads on interior paths, according to the the castle using 4 red roads (4 Mps). Or, it can move (B) to the castle using a roadless path (2 MPs) and 2 blue roads (2 Mps), but would usual rules. owe blue 2 coins. Or, the red wagon can move (C) to the red settle- • You may not build a settlement on the central plaza ment using 2 red roads (2 MPs) with a barbarian (+2 MPs). intersection of a trade hex (A). • You may not build roads on the three paths of a trade hex (B) that border on the sea. • You may build settlements/cities on the 4 land corners (intersections) of a trade hex; obeying the distance rule. Example: The blue player and the red player have built roads on three out of four paths of the trade hex. No settlement may be built on the central intersection (A), and no road may be built on the 3 paths (B) of the trade hex’s coast.

• On your turn, you may pay 1 (and only 1) grain to increase your wagon’s movement points by +2 for the current turn. You may do so even after already having used some or all of its MPs in the regular fashion. • Your wagon may stop and end its movement on any inter- section it moves to. Unused movement points are lost. • Your wagon must stop and end its movement whenever it moves onto the central plaza of a trade hex. • If you do not have enough unused MPs to move along a path, you may not partially move along the path—your wagon must end its movement on an intersection. 21 2. Choosing an initial destination trade hex 3. Delivering your commodity When you first move your wagon, you should choose When your wagon stops at the central plaza of the trade hex one of the 3 trade hexes to move towards (your wagon’s initial corresponding to your commodity token, you must deliver that destination). You may change your initial destination at will. commodity: When your wagon eventually reaches the central plaza of • Turn the commodity token face down (showing the picture this trade hex, you don’t receive any gold—you don’t have a with a building). The token is worth 1 victory point. commodity token to deliver. However, you do receive the top • Depending on your baggage train (see below), you also commodity token from the stack corresponding to the trade receive between 1 and 5 gold. hex. Turn it face up in front of yourself to reveal the • Take and reveal another commodity token as outlined commodity depicted on the front of the token. There are 4 different commodities: above—this commodity token determines your new destination trade hex. 4. Upgrading your baggage train Your wagon represents the on-board location of your bag- gage train. The characteristics of your baggage train are detailed on your active (face up) Baggage Train Card: • Your wagon’s movement points. • The gold you receive for Each trade hex produces two different types of commodities. delivering a commodity. • The roll required to drive off a barbarian (see below). Example: Your active Baggage Train Card is shown below; so, you have 5 movement points for your wagon (A), you receive 2 gold when delivering a commodity (B), and you drive off a barbarian by rolling a “6” (C). During trading and building on your turn, you may pay resources to upgrade to your next Baggage Train Card: • Pay the resources shown on the top card of your Baggage Train stack. • Turn the top card of that stack over and place it on top of your active Baggage Train Card. This card is now your On later turns, you must move your wagon to the trade hex where this commodity can be delivered. You want to deliver active Baggage Train Card. glass and marble to the castle hex, tools to the quarry hex, and • Upgrading to the last Baggage Train Card in your stack is sand to the glassworks hex. For example, if your wagon is on worth 1 victory point, as indicated on that card. the glassworks hex and you have received a glass commodity 5. The barbarians token, you must Barbarians occupy paths. You may not build a road on a move your wagon to path occupied by a barbarian. Only 1 barbarian may occupy a the castle trade hex. given path. A player may carry out only one delivery a) Moving past barbarians at a time. Only after When moving your wagon along a path (road or no road) completing a delivery, occupied by a barbarian, your movement point (MP) cost is may you draw 2 more than normally required (i.e., roadless-path + barbarian another commodity = 4 MPs; road-path + barbarian = 3 MPs). If you do not have token. sufficient movement points to move past a barbarian, you either stop on the intersection before the barbarian and lose any unused MPs, or move in another direction.

22 b) Driving off a barbarian g TIPS FOR PLAYING THIS SCENARIO If you upgrade your Baggage Train Card at least once, you Road building is very important, even though in this scenario can attempt to drive off a barbarian: no Special victory points are obtained for “Longest Road.” • Pause your moving wagon on an intersection adjacent The more roads of your own, the faster you can move your to a barbarian. wagon from one trade hex to another and the less gold you • Roll one die. have to pay for the use of your fellow players’ roads. • If the result is one of the die roll numbers shown on your Always make sure that you have enough gold reserves. active Baggage Train Card, you may move the barbarian to Otherwise you might find yourself sitting with your wagon between other players’ roads and not being able to move on any path not already occupied by a barbarian. without gold. Then, if none of your fellow players pays you • Regardless of whether you drive off the barbarian, you may gold for using your roads, your only option left would be to continue moving your wagon normally using any remaining obtain gold from trading—with the other players, or using movement points. When you drive off a barbarian, you do resources and the bank. not steal a Resource Card from another player. • During each of your turns, you may only attempt to drive g COMBINATION WITH VARIANTS off a given barbarian once. This scenario can be combined with any of this expansion’s variants. 6. A “7” is rolled When you roll a “7” as your production roll, you must move For combination with “Catan for Two:” one of the 3 barbarians to any path not already occupied by a • Return to the bank half (round up) of the gold you pay for barbarian. If you move a barbarian to a path occupied by a the use of neutral roads when moving your wagon, and road, you may draw a Resource Card (not gold) from the give the other half (round down) to the other player. owner of that road. • Since there is no robber, you may pay a trade token to In addition, each player who has more than 7 Resource move a barbarian to a path not occupied by a road and/or Cards must select half (rounded down) of his Resource Cards another barbarian—instead of sending the robber to the and return them to the bank. desert. 7. A “2” or a “12” is rolled • When you build a settlement adjacent to a trade hex, you When you roll a”2” or a “12” as your production roll, take 1 trade token (also applies during the set-up phase). re-roll the dice. For combination with “Catan Event Cards:” 8. The gold There is no robber and no Longest Road in this scenario. The large gold coins are worth 5, while the small ones are The following events thus have a different meaning: worth 1. • Robber Attacks!: When you roll a “7” as your produc- Gold is important—it is used to pay for the movement along tion roll, you must move one of the 3 barbarians to any other players’ roads. In addition, up to two times during your path not already occupied by a barbarian. If you move a turn, you may buy a resource of your choice for 2 gold. You barbarian to a path occupied by a road, you may draw a may also trade gold coins as if they were resources—you can Resource Card (not gold) from the owner of that road. In trade with other players and with the bank at 4:1 (3:1 or 2:1 addition, each player who has more than 7 Resource Cards with harbors). must select half (rounded down) of his Resource Cards Gold does not count as a resource and is thus not consid- and return them to the bank. ered when a “7” is rolled. Gold cannot be taken by using a • Robber Flees: Since there is no robber, this event does “Monopoly” Development Card. not take place. g END OF THE GAME • Earthquake: It requires 2 movement points to move your The game ends when a player has reached a total of 13 or wagon along a road that is turned sideways—the same as more victory points during his or her turn. is required to move along a path without a road. When combined with the variant “Harbormaster,” this scenario should be played until one player reaches 14 victory points during his turn.

23 CREDITS THE WORLD OF CATAN ® Design: Klaus Teuber (www.klausteuber.com). Now that you’ve tried Catan: Traders & Barbarians, check out Development: TM-Spiele GmbH. these other fine titles from the world of Catan. All are designed by Art: Volkan Baga, Harald Lieske, Tanja Donner. Klaus Teuber, the creator of Catan. (Find out more about these Graphic Design: Pete Fenlon. and other Catan products at www.mayfairgames.com.) Production: Pete Fenlon, Coleman Charlton. Translation: Gavin Allister, Guido Teuber. CORE CATAN GAMES English Language Development: • The Settlers of Catan® Guido Teuber, Coleman Charlton, Pete Fenlon, Alex Yeager. • The Settlers of Catan Travel Edition® Special Thanks: Peter Bromley, Robert T. Carty Jr., Dan Decker, Susan Hepler, Nick Johnson, John McBrady, Kim McBrady, • Catan Card Game® Marty McDonnell, Bridget Roznai, Larry Roznai, Loren Roznai, • ® Guido Teuber, Bill Wordelmann, Elaine Wordelmann. • The ® Rule testing and advice during the expansion development: • Starship Catan® TM Spiele GmbH with Reiner Müller, Wolfgang Lüdtke, Peter Neugebauer, Fritz Gruber • ® Catan GmbH with Claudia Teuber, Guido Teuber, Benjamin Teuber, Arnd Beenen ® Oliver & Petra Sack with With Katharina Sack, Yannick Sack, Michael Pfundstein GAME EXPANSIONS* Frank Wölfelschneider with With Daniela Wölfelschneider, Daniela Reisser, Thomas Reisser • Catan: Seafarers® Xavi Bühlmann with Jonas Bühlmann, Nina Bühlmann, Anja Gschwind, Oliver Lehmann • Catan: Cities & Knights® Daniel Stehli with With Martin Gürber, Jochen Buscher, André Fleckner, Guiseppe Goffi • Catan: Traders & Barbarians™ Reiner Düren MAYFAIR GAMES, INC. • Catan Card Game Expansion Set® Dirk Blask with Sandra Blask, Ralf Blask, Sabine Heinrich, Guido Heinrich 5-6 PLAYER EXTENSIONS* Dietmar Stadler with Sylvia and Klaus Rustler, Heinz Penzel, • The Settlers of Catan® 5-6 Player Extension Denis Neumann, Simon Löbe, Meike and Julia Stadler And Sebastian Rapp. • Catan: Seafarers® 5-6 Player Extension Warm thanks to Caecilia Pomponia Attica (LSKC/39-6) • Catan: Cities & Knights® 5-6 Player Extension www.mayfairgames.com • The Starfarers of Catan® 5-6 Player Extension Copyright © 2007, 2008 Catan GmbH and ™ Mayfair Games, Inc. Published under license from Catan GmbH (www.catan.com). CATAN HISTORIES Published in cooperation with Kosmos Verlag (www.kosmos.de). Catan, Catan: • The Settlers of the Stone Age™ Traders & Barbarians, and The Settlers of Catan and all other product titles and ™ marks listed herein are trademarks of Catan GmbH. All rights reserved. • Struggle for Rome ™ v v v CATAN ADVENTURES You have purchased a game of the highest quality. • Candamir: The First Settlers™ However, if you find any components missing, please contact * All supplements us for replacement pieces at [email protected]. • : The First City™ require core game.